/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
 SDName: Zulaman
 SD%Complete: 90
 SDComment: Forest Frog will turn into different NPC's. Workaround to prevent new entry from running this script
 SDCategory: Zul'Aman
 EndScriptData */

/* ContentData
 npc_forest_frog
 EndContentData */

#include "ScriptPCH.h"
#include "zulaman.h"

/*######
 ## npc_forest_frog
 ######*/

#define SPELL_REMOVE_AMANI_CURSE    43732
#define SPELL_PUSH_MOJO             43923
#define ENTRY_FOREST_FROG           24396

class npc_forest_frog: public CreatureScript {
public:

	npc_forest_frog() :
			CreatureScript("npc_forest_frog") {
	}

	struct npc_forest_frogAI: public ScriptedAI {
		npc_forest_frogAI(Creature* c) :
				ScriptedAI(c) {
			pInstance = c->GetInstanceScript();
		}

		InstanceScript *pInstance;

		void Reset() {
		}

		void EnterCombat(Unit * /*who*/) {
		}

		void DoSpawnRandom() {
			if (pInstance) {
				uint32 cEntry = 0;
				switch (rand() % 10) {
				case 0:
					cEntry = 24397;
					break; //Mannuth
				case 1:
					cEntry = 24403;
					break; //Deez
				case 2:
					cEntry = 24404;
					break; //Galathryn
				case 3:
					cEntry = 24405;
					break; //Adarrah
				case 4:
					cEntry = 24406;
					break; //Fudgerick
				case 5:
					cEntry = 24407;
					break; //Darwen
				case 6:
					cEntry = 24445;
					break; //Mitzi
				case 7:
					cEntry = 24448;
					break; //Christian
				case 8:
					cEntry = 24453;
					break; //Brennan
				case 9:
					cEntry = 24455;
					break; //Hollee
				}

				if (!pInstance->GetData(TYPE_RAND_VENDOR_1))
					if (rand() % 10 == 1)
						cEntry = 24408; //Gunter
				if (!pInstance->GetData(TYPE_RAND_VENDOR_2))
					if (rand() % 10 == 1)
						cEntry = 24409; //Kyren

				if (cEntry)
					me->UpdateEntry(cEntry);

				if (cEntry == 24408)
					pInstance->SetData(TYPE_RAND_VENDOR_1, DONE);
				if (cEntry == 24409)
					pInstance->SetData(TYPE_RAND_VENDOR_2, DONE);
			}
		}

		void SpellHit(Unit *caster, const SpellEntry *spell) {
			if (spell->Id == SPELL_REMOVE_AMANI_CURSE
					&& caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == ENTRY_FOREST_FROG) {
			//increase or decrease chance of mojo?
if			(rand()%99 == 50) DoCast(caster, SPELL_PUSH_MOJO, true);
			else DoSpawnRandom();
		}
	}
};

CreatureAI* GetAI(Creature* creature) const
{
	return new npc_forest_frogAI(creature);
}
};

			/*######
			 ## npc_zulaman_hostage
			 ######*/

#define GOSSIP_HOSTAGE1        "I am glad to help you."

static uint32 HostageEntry[] = { 23790, 23999, 24024, 24001 };
static uint32 ChestEntry[] = { 186648, 187021, 186672, 186667 };

class npc_zulaman_hostage: public CreatureScript {
public:

	npc_zulaman_hostage() :
			CreatureScript("npc_zulaman_hostage") {
	}

	struct npc_zulaman_hostageAI: public ScriptedAI {
		npc_zulaman_hostageAI(Creature *c) :
				ScriptedAI(c) {
			IsLoot = false;
		}
		bool IsLoot;
		uint64 PlayerGUID;
		void Reset() {
		}
		void EnterCombat(Unit * /*who*/) {
		}
		void JustDied(Unit* /*who*/) {
			Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID);
			if (pPlayer)
				pPlayer->SendLoot(me->GetGUID(), LOOT_CORPSE);
		}
		void UpdateAI(const uint32 /*diff*/) {
			if (IsLoot)
				DoCast(me, 7, false);
		}
	};

	CreatureAI* GetAI(Creature* creature) const {
		return new npc_zulaman_hostageAI(creature);
	}

	bool OnGossipHello(Player* pPlayer, Creature* pCreature) {
		pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
		pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
		return true;
	}

	bool OnGossipSelect(Player* pPlayer, Creature* pCreature,
			uint32 /*uiSender*/, uint32 uiAction) {
		pPlayer->PlayerTalkClass->ClearMenus();
		if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
			pPlayer->CLOSE_GOSSIP_MENU();

		if (!pCreature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
			return true;
		pCreature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

		InstanceScript* pInstance = pCreature->GetInstanceScript();
		if (pInstance) {
			//uint8 progress = pInstance->GetData(DATA_CHESTLOOTED);
			pInstance->SetData(DATA_CHESTLOOTED, 0);
			float x, y, z;
			pCreature->GetPosition(x, y, z);
			uint32 entry = pCreature->GetEntry();
			for (uint8 i = 0; i < 4; ++i) {
				if (HostageEntry[i] == entry) {
					pCreature->SummonGameObject(ChestEntry[i], x - 2, y, z, 0,
							0, 0, 0, 0, 0);
					break;
				}
			}
		}
		return true;
	}
};

void AddSC_zulaman() {
	new npc_forest_frog();
	new npc_zulaman_hostage();
}
